AzureAbyss/Source/the_twilight_abyss/TurnBasedCombatV2/HoldToInitCombat.h

63 lines
1.4 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "NiagaraFunctionLibrary.h"
#include "Components/RadialSlider.h"
#include "BehaviorTree/BlackboardComponent.h"
#include "TurnBaseCombatV2.h"
#include "HoldToInitCombat.generated.h"
class UNiagaraSystem;
UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
class THE_TWILIGHT_ABYSS_API UHoldToInitCombat : public UActorComponent
{
GENERATED_BODY()
public:
// Sets default values for this component's properties
UHoldToInitCombat();
UPROPERTY()
UUserWidget* InitCombatWidget;
UPROPERTY()
TSubclassOf<UUserWidget> InitCombatWidgetClass;
UPROPERTY(BlueprintReadWrite)
bool bHasBookAndGun = false;
UPROPERTY()
UNiagaraSystem* GunEffect;
UPROPERTY(EditAnywhere)
float ReloadTime = 1.0f;
UFUNCTION(BlueprintCallable)
void OnClickDown();
protected:
// Called when the game starts
virtual void BeginPlay() override;
UPROPERTY()
UBlackboardComponent* EnemyBlackboard;
public:
// Called every frame
virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
private:
bool bClickDown = false;
float ReloadTimer = 0.0f;
ATurnBaseCombatV2* CombatSystem;
float RedVignetteIntensity;
UFUNCTION()
AActor* LookingAtEnemy() const;
AActor* TargetEnemy = nullptr;
UPROPERTY()
URadialSlider* ReloadSlider;
};